Thus far, the soundtrack is complete, along with all of the sound effects. As is all of the environment art. I’m putting the finishing touches on the enemies as we speak, and just need to add a rig and animations to them. The entire level is filled with static meshes, so at this point I’m simply adding triggers for events, such as falling blocks, along with particle effects for flowing water, and things of that nature.

So why am I doing all of this if I don’t own the IP? Well, a number of reasons:

– I’m learning so much as I move along, so it’s nice to have rigid guideline to run against as I progress. This is based on a game that’s nearly 25 years old, so I know it well. It also gives me the ability to use some of my own creativity along the way.

– This a prototype for a game I’m working on for myself, which will follow immediately after this level. Nearly all of the programming will be carrier over, along with a number of the art assets. Essentially, this is my “vertical slice”, or that 10% of finished work that people look for when having a title pitched. When I’m finished you will have a very good idea of what I would like my final product to look like. If I do decide to work with others on the project afterwards, then they have an excellent idea of the direction I would like to head in as well. The fewer variables and uncertainties you bring to a project, the greater the chance for success.

Glad you enjoyed it! I’ve been wanting to work on this for some time now, but unfortunately the Summer Uprising and programming for Death Sentence has had me tied up as of late. Towards the end of August I plan on getting into it full swing again. Fortunately the programming I’m doing on Death Sentence lends itself well to Mega Man, so it’s kind of like knocking out two birds with one stone.

You and I both. It was just so time consuming and I bit off more than I could chew. I’d like to get back to it at some point, but I’ve just got entirely too much going on at this point, shifted priorities.